locust swarm bug?

Nherwyziant

Be better than you were yesterday :D
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96
Happy your confusing the shit out of us...ARE U USING LOCUST THE PASSIVE ABILITY THAT MAKES YOUR UNIT UNDAMAGEABLE with 0 collision size OR are you talking about LOcust SWarm! and iF your talking about locust swarm then my First post applys perfectly!

lol?
 

Happy

Well-Known Member
Reaction score
71
@ tmow : i made a CUSTOM LOCUST SWARM with changed values and A CUSTOM LOCUST means the units appearing have a new model (bees)...and these bees DOESNT FOLLOW THE HERO.....understandable now?

and btw i talked all the time about locust swarm with new 'locusts' (models)...:banghead::banghead::banghead::banghead:

hi guys...

i made a >>>>custom locust swarm<<<< and >>>>just changed the model of the locust to a custom one<<<< but now >>>>these 'locusts' doesnt follow the hero<<<<

that was my first post....-.-
 

Happy

Well-Known Member
Reaction score
71
the locust unit

right...


ranger X....i can try but i have to go in a moment so i will do it in some hours...but you can try it on your own...the changes of the spell and the locust you can see on the first page and the custom model is this....
 

HeX.16

Isn't Trollin You Right Now
Reaction score
131
lmfaooooo happy i cant see how u broke this ive tried everything and i cant break it xD
Alsooo every1 look at my thread "spell ideas" plz.
 

Wratox1

Member
Reaction score
22
you got any triggers that can cause this? and if you dont want to upload your map, create a new one and import the units and the ability and see if you got the same problem, if you do, upload that map..
 

Happy

Well-Known Member
Reaction score
71
Trigger:
  • natures revenge
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Nature&#039;s Revenge
    • Actions
      • Set Temp_Unit = (Triggering unit)
      • Set Temp_Group = (Units within 500.00 of (Position of Temp_Unit) matching (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True))
      • Unit Group - Pick every unit in Temp_Group and do (Actions)
        • Loop - Actions
          • Unit - Pause (Picked unit)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • SpCustomValue Less than 100
            • Then - Actions
              • Set SpCustomValue = (SpCustomValue + 1)
            • Else - Actions
              • Set SpCustomValue = 1
          • Set SpRealAoe = 150.00
          • Set SpRealTimer = (5.00 + (1.50 x (Real((Level of SpAbilityMain for (Triggering unit))))))
          • Set TempPoint = (Position of (Picked unit))
          • Set TempReal = 0.00
          • For each (Integer A) from 1 to 8, do (Actions)
            • Loop - Actions
              • Set TempOffset = (TempPoint offset by 150.00 towards TempReal degrees)
              • Destructible - Create a Sommerbaumwand at TempOffset facing (Random angle) with scale 1.00 and variation 0
              • Set SpDestructible[((SpCustomValue x 9) + (Integer A))] = (Last created destructible)
              • Set TempReal = (TempReal + 45.00)
              • Custom script: call RemoveLocation(udg_TempOffset)
          • Unit - Create 1 Dummy for (Owner of (Triggering unit)) at TempPoint facing Default building facing degrees
          • Unit Group - Add (Last created unit) to SpDummyGroup
          • Unit - Set the custom value of (Last created unit) to SpCustomValue
          • Unit - Add a SpRealTimer second Generic expiration timer to (Last created unit)
          • Unit - Unpause (Picked unit)
          • Custom script: call RemoveLocation(udg_TempPoint)


this i use with this spell....it traps all enemy units in 500 range in a circle of trees when the custom locust swarm is used...(i use 2 more triggers to remove these trees but they arent able to cause the problem)...
 

Nherwyziant

Be better than you were yesterday :D
Reaction score
96
Try disabling the triggers first, then test if the locust swarm works perfect, so if it works perfectly, the trigger is ur missing piece
 

Wratox1

Member
Reaction score
22
(dont doubble post!)

youre pausing your enemies, maybe it can something to do with that? i dont know..
 

Happy

Well-Known Member
Reaction score
71
i tried this and i tried to cast it without enemies and now i got a new thing....as long as they dont attack a unit they follow but when they attack a unit they just stay where they are...

(both with disabled triggers)

*edit: @ HeX.16 : no i took the normal locust swarm and changed the values...
 

sLsIDK

New Member
Reaction score
13
lmfaooooo happy i cant see how u broke this ive tried everything and i cant break it xD
Alsooo every1 look at my thread "spell ideas" plz.

Thanks you jerk, this same thing happened to me, but I fixed it. I'm not sure of the fix, but I'll open the map up and see if I did anything to fix it. Also I'm sure people would prefer if you didn't advertise your thread in their threads.

By the way, I won't be at that computer for another (at time of post) 7 hours and maybe 15 minutes. That's like five in the morning for you right? Anywho, I hope you can get a fix quicker than that. I suggest posting a map with the spell, units, and triggers copied over (the ones that the spell triggers/uses, and EVERY one) to this thread so people may examine it.
 

RangerX

I am justice!
Reaction score
69
i see the bug [i think]
you cast the LocustSwarm using a dummy the dummy have locust ability [it can't be targeted] so the bees can't target the caster [aka the casting dummy] so you need to make a dummy useing bees model and no locust ability on dummy [the one that make unit untargeteble] then i think it will work :)
 
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